using Unity.Netcode; using UnityEngine; namespace LobbyRelaySample.ngo { /// /// This holds the logic and data for an individual symbol, which can be "clicked" if the server detects the collision with a player who sends a click input. /// public class SymbolObject : NetworkBehaviour { [SerializeField] private SymbolData m_symbolData; [SerializeField] private SpriteRenderer m_renderer; [HideInInspector] public NetworkVariable symbolIndex; // The index into SymbolData, not the index of this object. public override void OnNetworkSpawn() { symbolIndex.OnValueChanged += OnSymbolIndexSet; } /// /// Because of the need to distinguish host vs. client calls, we use the symbolIndex NetworkVariable to learn what symbol to display. /// private void OnSymbolIndexSet(int prevValue, int newValue) { m_renderer.sprite = m_symbolData.GetSymbolForIndex(symbolIndex.Value); symbolIndex.OnValueChanged -= OnSymbolIndexSet; } [ServerRpc] public void Destroy_ServerRpc() { // Actually destroying the symbol objects can cause garbage collection and other delays that might lead to desyncs. // Disabling the networked object can also cause issues, so instead, just move the object, and it will be cleaned up once the NetworkManager is destroyed. // (If object pooling, this is where to instead return it to the pool.) this.transform.localPosition += Vector3.forward * 500; } } }